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-   -   LuftWolf and Amizaur's Weapons and Sensors Database Mod v3.072 --- Now Available!!! (https://www.subsim.com/radioroom/showthread.php?t=106444)

LuftWolf 02-26-07 11:08 PM

Where was everyone when this problem was in LWAMI 3.06? :hmm:

I've got some test scenarios of people trying to attack things on sea mountain tops and such... pretty extreme conditions, but since the stock works it should work in LWAMI as well.

I'll probably have to reconstruct the TLAM's completely if we want to keep the TIW messages for them, since the change appears to have damaged the terrain following, and doing it the way I've been doing it will only take care of 85% of situations where people seem to want to use TLAM's.

So, I've got a backup plan which actually seems to be tailor made for the TLAM's.

Stay tuned.

Cheers,
David

Fearless 02-26-07 11:14 PM

Quote:

Originally Posted by fatty
Apologies for highjacking :oops:

Quite the contrary fatty, I agree with your statement :up: As a matter of fact some TLAMs have DSMAC which is an electro-optical sensor system. Check it here: http://www.designation-systems.net/dusrm/m-109.html

Bellman 02-27-07 01:51 AM

LW: ''Here is a new TLAM doctrine. I want all of you having TLAM problems to try this AND GIVE ME FEEDBACK ABOUT HOW IT WORKS.''

Tested the new doctrine and there is no change here from 3.072. The TLAMs still make no attempt to terrain follow. Both 3.072 and new doctrine installed as per instructions.

Edit: Further tests show SS-N-27 fails as above.(including post new doctrine) Both missiles perform correct terrain following in Stock 1.04.when the Mod is deactivated.

Fearless 02-27-07 05:07 AM

LW,

Ok, I went into the TLAMsub.txt file and made a small adjustment to the following:

IF TerrainAlt > -100 THEN {
SetPriority 249
SetAlt ( TerrainAlt + 800 )

The -100 was -50 before and + 800 was + 400 before. I then targetted a building in a mountainess area and set the waypoints so that the flightpath went over the highest points of the mountains.

Location for testing was Portugal with altitudes of 2500 feet asl

This seem to work as the Tomahawk changed altitude when required and then descended back to 50 feet.

I tried different waypoint directions 4 times and the each of the Tomahawks reached it's target every time. I hope you don't mind me having a go at it as it seemed to work.

Fish 02-27-07 08:39 AM

When I disable the LWAMI 3.72 and try to play stock 104, I get a error 13023?

LuftWolf 02-27-07 09:13 AM

Quote:

Originally Posted by Fish
When I disable the LWAMI 3.72 and try to play stock 104, I get a error 13023?

Fish, I'm not sure what that error means. Database issues when reenabling stock usually come about as result of not having properly uninstalled ALL of the previous Mod version AFTER disabling the Mod, including manually deleting any files left over in the Mod folder.

I'd recommend reinstalling DW at this point and the Mod fresh, since it's not possible to know what happened to the files at this point.

Let me know how it goes.

Cheers,
David

LuftWolf 02-27-07 09:25 AM

Ok, here is the best I can do to solve this problem while retaining a true TIW message for the sublaunched Land Attack Missiles.

My solution is simply to have the missiles fly higher. :-?

Not really that fabulous a solution, but's the best I got, after three days of messing around with it.

I'm going to compensate for the increased altitude, and therefore exposure, of the missiles by reducing their radar signature to limit detection to the equivalent LOS horizon range at which they were previously detected on the deck.

You should also be aware that stock LAM's don't really "terrain follow", since they fly about 400ft off the ground when over land to give them an extra cushion.

The only things, from a functional perspective that is going to be lost in this change is the detection of the missiles during their ballistic launch, but there is nothing saying that TLAM's necessarily have to go dead straight up a few thousand feet when fired real life... in fact, I don't think they do. :hmm:

So, here is the hopefully final doctrine: www.commanders-academy.com/luftwolf/TLAMsub_Test.zip .

Please let me know if it works for you. :)

If it doesn't work, I can always go higher... but there is a point at which it would get ridiculous and we just have to not put land targets in certain places... ;)

I'm not suggesting that most users install it, unless they want to fire TLAM's in situations where they are crashing, since I need to reduce the detectiblity of the LAM's to make them less likely to get shot down at higher altitudes.

Cheers,
David

Molon Labe 02-27-07 09:54 AM

Well, just to be fair about 'certain places,' there's a reason I used Time on Target as my test bed. And those missiles are crashing on the coastline sometimes, I don't have to try to fly them over the mountains in front of the base.

Molon Labe 02-27-07 10:15 AM

It's definitely an improvement from the last one. The altitude over land is OK too, visually I don't see much of a difference. It's definitely higher over water though.

Anyways, using Time on Target and firing directly over the inland mountains, I had 6/6 missiles reach the target. Two missiles did not detonate on their targets, but I think this was missile-fratricide rather than any sort of deletion-glitch. It's like 688I all over again. =) Maybe this is a realism plus? More on this if I notice it again. But anyways, no problem crossing the coast, and it made it over the inland mountains--which is something you don't have to or should do when you play ToT AND 1/6 will crash in stock.

I also have a custom test set in Iran, 3 targets at different places inland. This isn't so much a practical application test as it is a worst-case scenario, since the terrain is quite mountainous. None of the missiles reached the 3 targets. In the stock game, I think 2 are reached, the long one doesn't get hit because of the "nose dive" issue. What I've found using this map is that you need to watch out for sharp inclines that are on the order of 1500ft+. Now, over what horizontal distance that needs to be, I don't know, but its a rule of wrist.

I'm going to do that test over and see if waypoints alleviate the problem.

Bill Nichols 02-27-07 10:55 AM

Quote:

Originally Posted by Molon Labe
Well, just to be fair about 'certain places,' there's a reason I used Time on Target as my test bed....

Glad to be of service :|\\
:)

Molon Labe 02-27-07 11:09 AM

Hey, it's not like a TLAM strike on an airbase in the Kola penninsula is random craziness or anything.

Back to Iran...
Using waypoints, I can steer the missiles around 3 mountain ridges to hit a target on a plateau 40 miles inland. The other targets at 240 and 270nm inland I can't get to, at least not with just 3 waypoints.

But like I said, this is a worst case scenario. I picked hundreds of miles of mountainous terrain to fly over, and a really ****ty launch point.

Does anyone know where the key Iranian airbases and nuclear facilities are? Maybe I should test to see if they can be reached with a sane launch point.

Bellman 02-27-07 11:26 AM

:up: Latest fix now achieves 100% Test success for TLAMS traversing steeply contoured hills/mountains in excess of 1000 ft. Profile may give rise to increase in SAM interception rate - nothing that saturation and multi approach profiles cant beat.

Bill Nichols 02-27-07 11:52 AM

Quote:

Originally Posted by Molon Labe
Hey, it's not like a TLAM strike on an airbase in the Kola penninsula is random craziness or anything.

Back to Iran...
Using waypoints, I can steer the missiles around 3 mountain ridges to hit a target on a plateau 40 miles inland. The other targets at 240 and 270nm inland I can't get to, at least not with just 3 waypoints.

But like I said, this is a worst case scenario. I picked hundreds of miles of mountainous terrain to fly over, and a really ****ty launch point.

Does anyone know where the key Iranian airbases and nuclear facilities are? Maybe I should test to see if they can be reached with a sane launch point.


See http://www.globalsecurity.org/wmd/wo...n/nuke-fac.htm
and http://www.globalsecurity.org/milita...n/airfield.htm

Molon Labe 02-27-07 12:18 PM

More testing...

After 6 attempted flight paths, I managed to hit the Uranium Conversion Facility (thanks Bill) at Isfahan. It only took one attempt to hit the Saghand Uranium mine. =) The trick is getting past the "gates" of mountains north of the Strait. You can "cheat" with the 3d to get a feel for where the passes are in areas the map leaves you unsure. Once you get past that, it's a straight shot over the foothills of central Iran. This is what I meant about using a sensible launch point earlier; from the West you're swimming upstream, so to speak.

Edit: it took me 3, I think, to hit the Natanz Enrichment Facility.

I'm going to say at this point that it is working acceptably for the majority of situations. If anyone has any issues in specific areas I should follow up on, let me know. But if I can hit targets in Iran with 800nm trips over mountains, then it still works. Mission designers may have to designate waypoints in tasking messages in difficult terrain.

Orm 02-27-07 01:00 PM

Quote:

Originally Posted by Molon Labe
More testing...

After 6 attempted flight paths, I managed to hit the Uranium Conversion Facility (thanks Bill) at Isfahan. It only took one attempt to hit the Saghand Uranium mine. =) The trick is getting past the "gates" of mountains north of the Strait. You can "cheat" with the 3d to get a feel for where the passes are in areas the map leaves you unsure. Once you get past that, it's a straight shot over the foothills of central Iran. This is what I meant about using a sensible launch point earlier; from the West you're swimming upstream, so to speak.

Living in a dream, or what? ;)

Oh sorry, back to business and thanks LW for your work.

Fish 02-27-07 01:15 PM

Quote:

Originally Posted by LuftWolf
Quote:

Originally Posted by Fish
When I disable the LWAMI 3.72 and try to play stock 104, I get a error 13023?

Fish, I'm not sure what that error means. Database issues when reenabling stock usually come about as result of not having properly uninstalled ALL of the previous Mod version AFTER disabling the Mod, including manually deleting any files left over in the Mod folder.

I'd recommend reinstalling DW at this point and the Mod fresh, since it's not possible to know what happened to the files at this point.

Let me know how it goes.

Cheers,
David

I get lost when I have to delete left oves. Where do I find them?
I am afraid to delete the wrong files. :oops:

Bellman 02-27-07 03:37 PM

Fish I had similar problem earlier so with 3.072 here's what I did. LW and OS look the other way. :o
1. Used the JSGME tool to deactivate the LWAMI Mod.
2. Uninstalled the Mod using 'All programs' - Dangerous Waters - Mods- Uninstall.
3. Went into main DW Folder/ Mods and deleted everything including remaining JSGME tool, LWAMI folder (and Backup)
4. Installed the 'Full package' LWAMI_3072_Full
5. Activated LWAMI Mod, Kelgety and Splash screen.

That worked fine as did the deactivation to Stock 1.04.

Fearless 02-27-07 03:51 PM

Yes, sometimes it's best to uninstall everything and remove all reference from the harddrive and registry and do a complete re-install. That works for me.

Fish 02-27-07 03:58 PM

I did what you told me to do, now DW crashes to desktop after the splashscreen, and back to 104 it crashes immediately after I start DW.:-?

Bellman 02-27-07 04:04 PM

If you're really screwed , like I was 2, or was it 3, Mods back :doh: -Regedit delete HKEY Local Machine/Sonalysts, uninstall everything, delete everything remaining in the DW folder and start afresh with DW/1.04 plus latest LWAMI Mod. But heck fortunately thats not necessary every Mod upgrade. This latter process preceded the action I mentioned above.

I like the way OS is going with JSGME - soon we may have a list of selectable sub-upgrades/features like the Ghost Recon system. [ Hope ;) ]


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